Add new components: BrickThrowComponent, BulletComponent, CageComponent, ChaseLevelComponent, CleanupComponent, and ThrowInputResource classes; implement game saving and loading logic in SaveSystem
This commit is contained in:
@@ -1,5 +1,6 @@
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using Godot;
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using Godot.Collections;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.Autoloads;
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@@ -8,22 +9,28 @@ public partial class SaveSystem : Node
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[Export] public string SavePath { get; set; } = "user://savegame.save";
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[Export] public int Version { get; set; } = 1;
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//private GM _gm;
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private GameManager _gameManager;
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public override void _Ready()
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{
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//_gm = GetNode<GM>("/root/GameManager");
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_gameManager = GetNode<GameManager>("/root/GameManager");
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}
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public void SaveGame()
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{
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//TODO: Implement saving logic
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var saveData = new Dictionary
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{
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{ "player_state", _gameManager.PlayerState},
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{ "version", Version}
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};
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using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write);
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file.StoreVar(saveData);
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GD.Print("Game state saved to: ", SavePath);
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}
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public bool LoadGame()
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{
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//TODO: Implement loading logic
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if (!FileAccess.FileExists(SavePath))
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return false;
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@@ -38,7 +45,15 @@ public partial class SaveSystem : Node
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GD.Print("Game state loaded from: ", SavePath);
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GD.Print("Player state: ", saveDataObj["player_state"]);
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_gameManager.PlayerState = (Dictionary)saveDataObj["player_state"];
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var skills = new Array<SkillData>();
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foreach (var skill in (Array<SkillData>)_gameManager.PlayerState["unlocked_skills"])
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{
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skills.Add(skill);
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}
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_gameManager.UnlockSkills(skills);
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return true;
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}
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70
scripts/Resources/ChargeThrowInputResource.cs
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70
scripts/Resources/ChargeThrowInputResource.cs
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@@ -0,0 +1,70 @@
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using Godot;
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namespace Mr.BrickAdventures.scripts.Resources;
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public partial class ChargeThrowInputResource : ThrowInputResource
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{
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[Export] public float MinPower { get; set; } = 0.5f;
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[Export] public float MaxPower { get; set; } = 2.0f;
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[Export] public float MaxChargeTime { get; set; } = 2.0f;
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[Export] public float MinChargeDuration { get; set; } = 0.1f;
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private bool _isCharging = false;
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private float _chargeStartTime = 0f;
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[Signal] public delegate void ChargeStartedEventHandler();
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[Signal] public delegate void ChargeUpdatedEventHandler(float chargeRatio);
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[Signal] public delegate void ChargeStoppedEventHandler();
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public override void ProcessInput(InputEvent @event)
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{
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if (@event.IsActionPressed("attack"))
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{
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_isCharging = true;
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_chargeStartTime = Time.GetTicksMsec() / 1000f;
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EmitSignalChargeStarted();
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}
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if (@event.IsActionReleased("attack") && _isCharging)
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{
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var power = CalculatePower();
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_isCharging = false;
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EmitSignalThrowRequested(power);
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EmitSignalChargeStopped();
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}
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}
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public override void Update(double delta)
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{
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if (!_isCharging) return;
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var t = Mathf.Clamp(GetChargeRatio(), MinPower, MaxPower);
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EmitSignalChargeUpdated(t);
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}
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public override bool SupportsCharging()
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{
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return true;
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}
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private float CalculatePower()
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{
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var now = Time.GetTicksMsec() / 1000f;
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var heldTime = now - _chargeStartTime;
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if (heldTime < MinChargeDuration)
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return MinPower;
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var t = Mathf.Clamp(heldTime / MaxChargeTime, 0f, 1f);
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return Mathf.Lerp(MinPower, MaxPower, t);
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}
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private float GetChargeRatio()
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{
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if (!_isCharging) return MinPower;
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var now = Time.GetTicksMsec() / 1000f;
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var heldTime = now - _chargeStartTime;
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var t = Mathf.Clamp(heldTime / MaxChargeTime, 0f, 1f);
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return Mathf.Lerp(MinPower, MaxPower, t);
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}
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}
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20
scripts/Resources/TapThrowInputResource.cs
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20
scripts/Resources/TapThrowInputResource.cs
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@@ -0,0 +1,20 @@
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using Godot;
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using Mr.BrickAdventures.scripts.interfaces;
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namespace Mr.BrickAdventures.scripts.Resources;
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public partial class TapThrowInputResource : ThrowInputResource
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{
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public override void Update(double delta)
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{
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if (Input.IsActionPressed("attack"))
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{
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EmitSignalThrowRequested(1f);
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}
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}
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public override bool SupportsCharging()
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{
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return false;
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}
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}
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24
scripts/Resources/ThrowInputResource.cs
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24
scripts/Resources/ThrowInputResource.cs
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@@ -0,0 +1,24 @@
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using Godot;
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using Mr.BrickAdventures.scripts.interfaces;
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namespace Mr.BrickAdventures.scripts.Resources;
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public abstract partial class ThrowInputResource : Resource, IThrowInput
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{
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[Signal] public delegate void ThrowRequestedEventHandler(float powerMultiplier = 1f);
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public virtual void ProcessInput(InputEvent @event)
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{
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throw new System.NotImplementedException();
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}
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public virtual void Update(double delta)
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{
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throw new System.NotImplementedException();
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}
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public virtual bool SupportsCharging()
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{
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throw new System.NotImplementedException();
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}
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}
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70
scripts/components/BrickThrowComponent.cs
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70
scripts/components/BrickThrowComponent.cs
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@@ -0,0 +1,70 @@
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using Godot;
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using Mr.BrickAdventures.scripts.interfaces;
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using Mr.BrickAdventures.scripts.Resources;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class BrickThrowComponent : Node
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{
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[Export] public PackedScene BrickScene { get; set; }
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[Export] public float FireRate { get; set; } = 1.0f;
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[Export] public PlayerController PlayerController { get; set; }
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[Export] public ThrowInputResource ThrowInputBehavior { get; set; }
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private bool _canThrow = true;
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private Timer _timer;
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public override void _Ready()
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{
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SetupTimer();
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_canThrow = true;
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if (ThrowInputBehavior != null) ThrowInputBehavior.ThrowRequested += ThrowBrick;
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}
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public override void _Input(InputEvent @event)
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{
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ThrowInputBehavior?.ProcessInput(@event);
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}
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public override void _Process(double delta)
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{
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ThrowInputBehavior?.Update(delta);
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}
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private void SetupTimer()
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{
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_timer.WaitTime = FireRate;
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_timer.OneShot = false;
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_timer.Autostart = false;
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_timer.Timeout += OnTimerTimeout;
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}
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private void OnTimerTimeout()
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{
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_canThrow = true;
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}
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private void ThrowBrick(float powerMultiplier = 1f)
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{
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if (!_canThrow || PlayerController == null || BrickScene == null)
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return;
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var instance = BrickScene.Instantiate<Node2D>();
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var init = instance.GetNodeOrNull<ProjectileInitComponent>("ProjectileInitComponent");
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if (init != null && PlayerController.CurrentMovement is PlatformMovementComponent)
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{
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init.Initialize(new ProjectileInitParams()
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{
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Position = PlayerController.GlobalPosition,
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Rotation = PlayerController.Rotation,
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Direction = PlayerController.CurrentMovement.LastDirection,
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PowerMultiplier = powerMultiplier,
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});
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}
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GetTree().CurrentScene.AddChild(instance);
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_canThrow = false;
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_timer.Start();
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}
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}
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45
scripts/components/BulletComponent.cs
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45
scripts/components/BulletComponent.cs
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@@ -0,0 +1,45 @@
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class BulletComponent : Node
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{
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[Export] public Area2D Area { get; set; }
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[Export] public TerrainHitFx TerrainHitFx { get; set; }
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[Export] public Sprite2D BulletSprite { get; set; }
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public override void _Ready()
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{
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Area.BodyEntered += OnBodyEntered;
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}
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private void OnBodyEntered(Node2D body)
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{
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if (body is TileMapLayer)
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{
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if (BulletSprite != null)
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{
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BulletSprite.Visible = false;
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}
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PlayTerrainHitFx();
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return;
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}
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Owner.QueueFree();
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}
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private void OnAreaEntered(Area2D area)
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{
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Owner.QueueFree();
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}
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private void PlayTerrainHitFx()
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{
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if (TerrainHitFx == null) return;
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TerrainHitFx.TriggerFx();
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Owner.QueueFree();
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}
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}
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47
scripts/components/CageComponent.cs
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47
scripts/components/CageComponent.cs
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@@ -0,0 +1,47 @@
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using System.Threading.Tasks;
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class CageComponent : Node
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{
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[Export] public LeverComponent Lever { get; set; }
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[Export] public Vector2 MoveValue { get; set; } = new(0, -100f);
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[Export] public float TweenDuration { get; set; } = 0.5f;
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[Export] public bool ShouldFree { get; set; } = true;
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private const string LeverGroupName = "levers";
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public override async void _Ready()
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{
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await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
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if (Lever == null)
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{
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var leverNodes = GetTree().GetNodesInGroup(LeverGroupName);
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foreach (var leverNode in leverNodes)
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{
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var lever = leverNode.GetNodeOrNull<LeverComponent>("LeverComponent");
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if (lever != null) lever.Activated += OnLeverActivated;
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}
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}
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}
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private void OnLeverActivated()
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{
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var tween = CreateTween();
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if (Owner is Node2D root)
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{
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var endPosition = root.Position + MoveValue;
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tween.TweenProperty(root, "position", endPosition, TweenDuration);
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}
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tween.TweenCallback(Callable.From(OnTweenCompleted));
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}
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private void OnTweenCompleted()
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{
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if (!ShouldFree) return;
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Owner.QueueFree();
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}
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}
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79
scripts/components/ChaseLevelComponent.cs
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79
scripts/components/ChaseLevelComponent.cs
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@@ -0,0 +1,79 @@
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class ChaseLevelComponent : Node
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{
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[Export] public float ChaseSpeed { get; set; } = 200.0f;
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[Export] public Marker2D ChaseTarget { get; set; }
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[Export] public GodotObject PhantomCamera { get; set; }
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[Export] public float MinimumDistance { get; set; } = 10f;
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[Signal]
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public delegate void ChaseStartedEventHandler();
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[Signal]
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public delegate void ChaseStoppedEventHandler();
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private bool _isChasing = false;
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private Node2D _previousCameraFollowTarget = null;
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public override void _Process(double delta)
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{
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if (!_isChasing) return;
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if (ChaseTarget == null) return;
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if (CheckIfReachedTarget())
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{
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StopChasing();
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return;
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}
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var targetPosition = ChaseTarget.GlobalPosition;
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if (Owner is not Node2D root) return;
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var direction = (targetPosition - root.GlobalPosition).Normalized();
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root.GlobalPosition += direction * ChaseSpeed * (float)delta;
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}
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public void OnShipEntered()
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{
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if (ChaseTarget == null || PhantomCamera == null)
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return;
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if (_isChasing) return;
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_previousCameraFollowTarget = (Node2D)PhantomCamera.Call("get_follow_target");
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PhantomCamera.Call("set_follow_target", Owner as Node2D);
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EmitSignalChaseStarted();
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_isChasing = true;
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}
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public void OnShipExited()
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{
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StopChasing();
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}
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private bool CheckIfReachedTarget()
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{
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if (ChaseTarget == null)
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return false;
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if (Owner is not Node2D root) return false;
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var targetPosition = ChaseTarget.GlobalPosition;
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var currentPosition = root.GlobalPosition;
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return currentPosition.DistanceTo(targetPosition) <= MinimumDistance;
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}
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private void StopChasing()
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{
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if (PhantomCamera == null) return;
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PhantomCamera.Call("set_follow_target", _previousCameraFollowTarget);
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EmitSignalChaseStopped();
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_isChasing = false;
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}
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}
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11
scripts/components/CleanupComponent.cs
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11
scripts/components/CleanupComponent.cs
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@@ -0,0 +1,11 @@
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using Godot;
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namespace Mr.BrickAdventures.scripts.components;
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public partial class CleanupComponent : Node
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{
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public void CleanUp()
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{
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Owner.QueueFree();
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}
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}
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@@ -17,6 +17,7 @@ public partial class ShipMovementComponent : Node, IMovement
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private Vector2 _velocity = Vector2.Zero;
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public Vector2 Velocity => _velocity;
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public Vector2 LastDirection => _velocity.Normalized();
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public override void _PhysicsProcess(double delta)
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{
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@@ -7,6 +7,7 @@ public interface IMovement
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string MovementType { get; }
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bool Enabled { get; set; }
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Vector2 PreviousVelocity { get; set; }
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Vector2 LastDirection { get; }
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void _Process(double delta);
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void _PhysicsProcess(double delta);
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10
scripts/interfaces/IThrowInput.cs
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10
scripts/interfaces/IThrowInput.cs
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@@ -0,0 +1,10 @@
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using Godot;
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namespace Mr.BrickAdventures.scripts.interfaces;
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public interface IThrowInput
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{
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public void ProcessInput(InputEvent @event);
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public void Update(double delta);
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public bool SupportsCharging();
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}
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Reference in New Issue
Block a user